Life, Death, and The Soul.
"The body is a mask. The soul is the actor. And the stage? That changes, sometimes into a field, sometimes into fire."
Across religions, the soul's journey after death varies wildly, and each account carries enough evidence, ethereal footprints, speaking bones or dreaming bodies to warrant credence. The Hallowed Path believes worthy souls become stars, watching over their descendants. Followers of the God of Chains believe the soul is weighed, bound, and assigned a place in a great celestial prison until it repents or breaks free. Certain mountain tribes believe every soul is a knot tied in a god’s hair, unspooled only when severed by death or dishonor. None of these are metaphor. In Everwealth, in all The Folklands and every realm beyond it, all may be true, one's fate left to their soul’s condition, or the force you've bartered it with come-to-collect. Souls are mutable under strain or habit, even those without formal belief are not necessarily cast into oblivion. The soul, if saturated with a god’s domain, be it cruelty, sacrifice, ambition, or mercy, may still be drawn toward that deity’s realm after death, regardless of conscious worship. In Everwealth, embodiment often speaks louder than prayer. Exposure to Hexsteel can fray the soul’s edge, making resurrection impossible. Mire-Iron shackles do not just bind the body, they numb the soul, deadening its connection to The Arcane. Necromantic rituals can splinter a soul into obedient fragments, while Enchanters have accidentally, or purposefully, tethered their own soul to loved ones or cursed items through deep emotional resonance, leading to phenomena like Phantom Boon Syndrome or The Echoed Heart Effect. Worse still, some souls are consumed, repurposed as energy, leaving behind hollow vessels incapable of reincarnation or rest. Magick has made death a negotiation. Clerics can barter with gods for resurrection. Alchemists distill memories from the dead and bottle identity. Warlocks bind soul-fragments to their own, enhancing power but forfeiting autonomy. In rare cases, death is not the end but a promotion, spiritual ascent into a divine form. But all of these options come with cost. The Arcane does not give freely, and souls used as currency rarely return whole. In essence, Everwealth’s soulscape is not linear. It is a web of conflicting truths, each shaped by intent, geography, faith, and force. The soul is both a script and a cipher, and in a land still haunted by The Great Schism governed by cold laws etched in blood, its fate is more fragile than most realize.
In Everwealth, the soul is more than a poetic notion or theological abstraction, it is law. The soul is the binding force between The Arcane and the physical, an invisible conduit of magickal current, and the root of all life and identity. Every living being carries a soul, though not all souls are equal. Some burn bright and swift, like shooting stars. Others linger, layered with memories, rituals, and curses, refusing to pass cleanly into any afterlife. Death does not sever this bond, it merely complicates it. The soul exists in a state of flux, shaped not only by divine law, but by belief, geography, and arcane manipulation. Some souls ascend into radiant afterworlds ruled by gods of honor or flame; others sink into black pits echoing with forgotten guilt. Some unravel and reknit into new flesh, reborn into suffering or fortune depending on the alignment of stars and sins. Others linger, tethered by trauma, ritual, or magickal violation, becoming spirits, tulpas, or the fuel for a necromancer’s experiments. Even among secular alchemists, the soul is treated as a measurable energy signature, an echo one can extract, fragment, or amplify. Soul behavior is so mutable, so seemingly inconsistent across cultures, that The Scholar's Guild once declared the soul a “Reactive Quantum Phenomenon.” But The Arcane Coalition disagrees. To them, the soul is sacred infrastructure, too volatile to remain unregulated. The oppressive License to Practice Magick even codifies specific restrictions around soul-interference, declaring unlicensed tethering or severance as Class IV offenses under Magickal Subversion. Thus, the soul is a paradox in Everwealth: a sacred birthright and a controlled substance, both infinite and endangered.
Across religions, the soul's journey after death varies wildly, and each account carries enough evidence, ethereal footprints, speaking bones or dreaming bodies to warrant credence. The Hallowed Path believes worthy souls become stars, watching over their descendants. Followers of the God of Chains believe the soul is weighed, bound, and assigned a place in a great celestial prison until it repents or breaks free. Certain mountain tribes believe every soul is a knot tied in a god’s hair, unspooled only when severed by death or dishonor. None of these are metaphor. In Everwealth, in all The Folklands and every realm beyond it, all may be true, one's fate left to their soul’s condition, or the force you've bartered it with come-to-collect. Souls are mutable under strain or habit, even those without formal belief are not necessarily cast into oblivion. The soul, if saturated with a god’s domain, be it cruelty, sacrifice, ambition, or mercy, may still be drawn toward that deity’s realm after death, regardless of conscious worship. In Everwealth, embodiment often speaks louder than prayer. Exposure to Hexsteel can fray the soul’s edge, making resurrection impossible. Mire-Iron shackles do not just bind the body, they numb the soul, deadening its connection to The Arcane. Necromantic rituals can splinter a soul into obedient fragments, while Enchanters have accidentally, or purposefully, tethered their own soul to loved ones or cursed items through deep emotional resonance, leading to phenomena like Phantom Boon Syndrome or The Echoed Heart Effect. Worse still, some souls are consumed, repurposed as energy, leaving behind hollow vessels incapable of reincarnation or rest. Magick has made death a negotiation. Clerics can barter with gods for resurrection. Alchemists distill memories from the dead and bottle identity. Warlocks bind soul-fragments to their own, enhancing power but forfeiting autonomy. In rare cases, death is not the end but a promotion, spiritual ascent into a divine form. But all of these options come with cost. The Arcane does not give freely, and souls used as currency rarely return whole. In essence, Everwealth’s soulscape is not linear. It is a web of conflicting truths, each shaped by intent, geography, faith, and force. The soul is both a script and a cipher, and in a land still haunted by The Great Schism governed by cold laws etched in blood, its fate is more fragile than most realize.
The Breath Behind the Flesh:
In Everwealth, the soul is not the origin, but the key that unlocks it. A mortal soul does not generate the Arcane, for the Arcane flows from the stars, rivers of celestial energy threading through the void into the world of Gaiatia, determining what is hot or cold, solid or liquid by what magick touches as it flows into our otherwise lifeless plane of rock and metal. Yet the soul is the only known vessel capable of not-just withstanding the arane currents of raw, formless energy, but redirecting it, through their souls and out through the body to meet their desires. It is the conduit through which magick expresses itself, the filter that shapes miracles from chaos. Every living creature possesses a soul, and that soul reflects, magnifies, or impedes the flow of the Arcane in unique ways. Stronger souls bend reality with ease; brittle ones snap under strain. This variance determines one's potential as a caster, the success of enchantments laid upon their body, and even their fate after death. When the body fails, the soul persists, but where it goes, and what shape it takes, is not a certainty. It is a mystery dictated by belief, action, and often, the god who whispers loudest in the moment of death. The Fractured Law of Continuance:
Death in Everwealth is not an end, but a forked road. The afterlife is not a singular place but a lattice of overlapping realms, some ruled by gods, others haunted by memory, rage, or unfinished purpose. For some, the soul dissolves peacefully into the Aspect Realms, eternal domains aligned with their deity. For others, it lingers, tethered to desire or sin. In the bleakest cases, the soul is torn apart by conflicting claims, gods, curses, necromancy, or inner corruption. There is no universal fate for the dead. The beliefs one holds in life shape the weight of their soul’s passage. A devout worshipper of Bahamut may find themselves reborn through celestial judgment. A heretic might instead awaken in the Labyrinth of Ethershade, hunted by forgotten spirits. And those who die in agony or fear, especially near cursed sites, may never leave at all. Their souls rot within their corpses, mutating into revenants, specters, or worse.
Religions in Everwealth each interpret the soul differently, and troublingly, many of them are correct, if only within their spheres of influence:
What all traditions agree upon is this: the soul is not of this world. It flows from the stars, drawn into flesh through birth, shaped by experience, and tested by magick. Those few who have touched the raw Arcane, particularly during Leyfall events, describe it not as power, but memory. The stars, it seems, remember everything… and through them, so do we. Some believe this is how reincarnation occurs: the stars, acting as the memory-keepers of Gaiatia, allow fragmented souls to re-form if the conditions echo what came before. Others believe this is simply the Arcane reshaping patterns, soul as echo, not continuity. Regardless, many seek to “burn brighter,” to leave an imprint the stars cannot forget. Whether that is a blessing or a curse depends on the soul.
In Everwealth, the soul is not the origin, but the key that unlocks it. A mortal soul does not generate the Arcane, for the Arcane flows from the stars, rivers of celestial energy threading through the void into the world of Gaiatia, determining what is hot or cold, solid or liquid by what magick touches as it flows into our otherwise lifeless plane of rock and metal. Yet the soul is the only known vessel capable of not-just withstanding the arane currents of raw, formless energy, but redirecting it, through their souls and out through the body to meet their desires. It is the conduit through which magick expresses itself, the filter that shapes miracles from chaos. Every living creature possesses a soul, and that soul reflects, magnifies, or impedes the flow of the Arcane in unique ways. Stronger souls bend reality with ease; brittle ones snap under strain. This variance determines one's potential as a caster, the success of enchantments laid upon their body, and even their fate after death. When the body fails, the soul persists, but where it goes, and what shape it takes, is not a certainty. It is a mystery dictated by belief, action, and often, the god who whispers loudest in the moment of death. The Fractured Law of Continuance:
Death in Everwealth is not an end, but a forked road. The afterlife is not a singular place but a lattice of overlapping realms, some ruled by gods, others haunted by memory, rage, or unfinished purpose. For some, the soul dissolves peacefully into the Aspect Realms, eternal domains aligned with their deity. For others, it lingers, tethered to desire or sin. In the bleakest cases, the soul is torn apart by conflicting claims, gods, curses, necromancy, or inner corruption. There is no universal fate for the dead. The beliefs one holds in life shape the weight of their soul’s passage. A devout worshipper of Bahamut may find themselves reborn through celestial judgment. A heretic might instead awaken in the Labyrinth of Ethershade, hunted by forgotten spirits. And those who die in agony or fear, especially near cursed sites, may never leave at all. Their souls rot within their corpses, mutating into revenants, specters, or worse.
- Mages, alchemists, and even scholars have tried to categorize these pathways. Most agree on four major post-mortal states:
- Dissolution - the soul fades, lost to the Arcane flow.
- Judged Passage - the soul is taken by a god to their realm.
- Wandering - the soul lingers in the mortal plane, often tied to a person, object, or oath.
- Corruption - the soul is warped by magick, possession, or necromantic failure.
Religions in Everwealth each interpret the soul differently, and troublingly, many of them are correct, if only within their spheres of influence:
- Followers of Kord believe the soul is tested in combat. If proven strong, it is reborn as a storm-wrought entity or guardian.
- Worshippers of Pelor preach ascension through righteous death, with souls becoming radiant beings absorbed into the Light’s Chorus.
- Elkan cults speak of tulpas, souls splitting or duplicating based on inner emotion, creating new entities born of the self.
- Old-Salt barrow religions warn of the Wade-Deep Hells, subterranean water-realms where the faithless are slowly dissolved in dreaming bogs.
- Nocturnan void-seekers claim the soul is a lie, a borrowed light from dead stars, destined to flicker out unless bound into new hosts.
- The Druidic Stonescribes teach that every soul returns to the Spirit Garden, a dream where form is shed and memory is exchanged.
What all traditions agree upon is this: the soul is not of this world. It flows from the stars, drawn into flesh through birth, shaped by experience, and tested by magick. Those few who have touched the raw Arcane, particularly during Leyfall events, describe it not as power, but memory. The stars, it seems, remember everything… and through them, so do we. Some believe this is how reincarnation occurs: the stars, acting as the memory-keepers of Gaiatia, allow fragmented souls to re-form if the conditions echo what came before. Others believe this is simply the Arcane reshaping patterns, soul as echo, not continuity. Regardless, many seek to “burn brighter,” to leave an imprint the stars cannot forget. Whether that is a blessing or a curse depends on the soul.
Manifestation
Souls manifest subtly, only visible to the trained, the holy, or the damned. Clerics describe souls as threads of silver fire, while Necromancers see them as coiled smoke bound by will. Mages attuned to the soul describe a pressure in the air, like standing near a thunderstorm. Upon death, most souls emit a brief shimmer or echo, sometimes whispering a final thought. In areas of concentrated belief or trauma, souls may become visible, suspended in momentary stasis, dancing lights above a battlefield, shadows pacing a ruined house, or reflections in still water that blink back. More advanced soulwork sees the soul as a composite, layers of emotion, memory, instinct, and Arcane weight, each capable of being influenced or torn. A skilled practitioner can touch these layers, altering behavior or breaking resistance entirely.
Localization
The soul behaves differently depending on region and belief. Whogi tribes amid The Grandgleam Forest believe souls are said to return to the trees, joining the fungal network that connects every root and branch. In Tarmahc, corrupted by Schism fallout and godless cults, the soul often fragments or mutates, birthing warped spirits and revenants unable to rest. Sacred zones, such as the Shrine of the Bleeding Light, amplify soul presence, resurrections are easier there, and hauntings more frequent. Fort Sunless. is said to dull the soul entirely. Prisoners describe a growing silence inside themselves, as though their thoughts echo less with each day. Those executed with Hexsteel blades simply vanish, no soultrace left. Some say Fort Sunless has become a spiritual vacuum, drawing in wayward souls and feeding something buried beneath its foundations. In short, the soul’s journey is never guaranteed, and in Everwealth, the laws of death shift with every border crossed, god invoked, or spell miscast.
Nature of the Soul:
The soul is not the source of magick, but a natural conduit, drawing in The Arcane from stellar sources and allowing its expression through will, gesture, and flesh. It is reactive to emotion, identity, trauma, and belief. Major Outcomes After Death:
All major beliefs have their own truth reflected in the soul’s fate. No dogma is universally wrong, gods shape their own domains, and the Arcane responds differently to each. Forbidden Acts:
The soul is not the source of magick, but a natural conduit, drawing in The Arcane from stellar sources and allowing its expression through will, gesture, and flesh. It is reactive to emotion, identity, trauma, and belief. Major Outcomes After Death:
- Peaceful Dissolution (cease to exist, absorbed into Arcane flow).
- Religious Claim (taken by a god or spiritual patron).
- Wandering Ghost-State (unfinished business, oathbinding, violent death).
- Corruption or Mutation (by magick, necromancy, or soul-theft).
- Enchanting: Imprinting part of one’s soul to objects.
- Necromancy: Rebinding soul fragments to corpses.
- Alchemical Augments: Enhancing or restructuring soul pathways.
- Soul Tethering: Binding a soul to prevent it from passing or fleeing.
- Possession: Replacing one’s soul with another, willingly or not.
All major beliefs have their own truth reflected in the soul’s fate. No dogma is universally wrong, gods shape their own domains, and the Arcane responds differently to each. Forbidden Acts:
- Soul Harvesting (extracting and bottling soul matter).
- Reincarnation Forcing (implanting a soul into a new vessel).
- Divine Leeching (using souls to fuel deity-like powers artificially).
- Starlink Severance (cutting a soul from the Arcane entirely, utter obliteration).
Beautiful. I've only touched upon the world you've created here, so forgive my ignorance - I assume that given the strong connection between magic and gods that this would be a major incentive for most people to be religious in Everwealth. Thus, my question would be - what happens to those who are not? Is there fate always going to be dissolution, being dissolved in the dream bogs or simply up for grabs by those with nefarious motives?
Will give a more-thorough reply soon my apologies my earlier response felt a little open-ended.
Yes absolutely, most folk here believe it best to believe in something; Those without strong ties to an ideology or concept upon death typically too spiritually 'mundane' to see the way to any afterlife, doomed to walk Gaiatia as listless spirits. Gods on that note are essentially avatars of broad-concepts, strengthened or weakened by how much of their domain is present across the realms; They are also eldritch in-nature, without conventional bodies or 'true forms' folk can witness without going mad or being obliterated, as-such their 'realms' are also their bodies which they have essentially total control over (think a less-tangible Ego), but those without faith in the conventional sense are not entirely doomed because of this, these folk could still intrinsically feel or see the way to a God's afterlife upon death if they in-life embodied a particular deity's embodying concept(s) strongly enough like sadism or greed, the mark of their domain attuning to these folk whether they know it or not until a strange hand welcomes their ghostly visage into a land of milk and honey after falling from the Battlement Cliffs.
Ah, I see - so a sort of magical beacon or magnetism regardless of whether you were aware of it or not. Thanks